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The Warfighter Addon currently rebalances damage for both the player character and non-player characters in the world by realistically and equally increasing the severity of the wounds suffered in combat. It is highly compatible with other addons, incuding STCoP, AO3, and Outfits.

---v0.51---

-Made corrections headshot damages. Headshots should now be as lethal as intended, with 1 shot kills for improvised armor 1-2shot kills for medium armor, 2-3 for heavy armor, and 4+ for exos and some "Hero" npcs. These of course, are all dependent on the power of the weapon used.

These values follow human anatomy by assessing four factors that are the primary causes of death in modern combat, by percentage: Penetrating headtrauma at 31%, surgically uncorrectable torso trauma at 25%, potentiallycorrectable surgical trauma at 10%, and delayed exsanguination (bloodloss)at 9%.(~1)

Taking into account that there are no field surgical teams in the Zone, 35% of combat deaths there should be due to torso damage, and for good reason.The torso contains the largest arteries and veins, a plethora of vital organs,the spine, and most importantly the heart.(~2) Although the Army TCCC guide does explain this, a website called Sixty-Six formats the information in a veryconcise and practical way, and I would recommend the read under "How to Stopa Man".

The most important and complex of above game values are called "spine".These three descriptors roughly correspond to the lumbar, thoracic and cervicalsections of the spine, and very interestingly, different models have varyinglevels of coverage with respect to these areas. For most models, bip01_spine1represents the portion of the torso that includes the heart, lungs and liver. For unarmored or lightly armored targets, this represents a weak point that canbe considered similar to a headshot as one cannot live without a heart, just asthey cannot live without a brain.

Fortunately, it seems that whoever crafted this system knew a thing ortwo about armor. bip01_spine1 also happens to normally be the most armored spoton a model, akin to soldiers in real life. (Take a peek at the files "Proper Wear of Body Armor" (~3) and "Body Armor Classifications" (~4) for more information on modern combat armor.) While increased body armor generally reinforces or extends a protected cover across ths section of the torso, thereare varying levels of protection on its borders. Ceramic plates are only foundin the center (sometimes sideplates are used). The remainder of the vestsshielding areas will consist of less protective kevlar.

These less shielded areas are recorded as bip01_spine2 for areas abovethis vital center, and as bip01_spine for areas below. While all three of thespine protection values increase with better types of armor, spine1 willincrease the most to shore up the initial weaknesses of human anatomy.Be warned, in the early game a single shot from a pistol to the wrong part ofthe chest can now prove absolutely fatal, because these changes to bleedingapply to both your enemies and yourself.

- Modified NPC hit_fraction, or the amount of force they receive from ahit. Some enemies were only taking ten percent damage from a given impact.Initially, the variance between enemies was outrageous, with some takingeight times as much damage from the same kinds of attacks as others.Now, the weakest enemies only take about twice as much damage from the sameattacks. The player actor has a similar hit fraction to the average enemy.Hit probability has also been removed from the game on master difficulty,meaning that any shot that is placed on target will cause damage, whether theshot is fired by the actor or an NPC.

Edit: Wound scaling is based on the armor that the model appears to be wearing, you can visually decide which weapon type can do the job. The wound scale goes from Red (meaning holy shit I'm going to die if I get shot there) to light blue, which means it will hurt but it is less likley to bleed heavily.

This is what I call improvised body armor worn by many bandits and rookie stalkers. It consists of a leather jacket with maybe some recovered kevlar. Poor protection.

The next level is light armor, which consists of soft kevlar and possibly an improvised plate made from steel. Better protection, but still probably better to aim for center mass.

Heavy or Military armor is made from both kevlar and ceramic plates. This type of armor can take several shots from rifle cartridges, such as 7.62x39 or 5.56, before failing.

Exoskeletons are heavily armored powered suits which cover most of the body in some kind of protective layer. Headshots are your best bet, but even then one might consider whether or not they realy have the firepower to face this threat.

I absolutely love this mod and the idea behind it, and think that it should be further developed. Speaking of which, what do you think about changing the hit coefficient <hit_scale> for some of these? I've been thinking about doing something similar to this mod (though now I think I will use this mod as my base, with your permission and all credit due), changing <hit_scale> for many parts, but have yet to figure out exactly what values I would want to use.

I also noticed that in both your mod and the default config, the hit coefficient for the fingers in actor.ltx remains at 0. Have you thought about changing this?

hit_scale is the ammount of damage done to a specific part ? If so I like the idea very much, since i've been seeing cases where i have to shoot 3-4 bullets in some military NPC head to see him die (he don't wear any helmet or mask)

Hit scale, which controls the amount of force or raw damage received, cannot be edited down to the body part. I have modified wound scaling, which means that bullets cause more bleeding based on the part of the body hit.

After further research, I've come to believe that (at least in CoP), the values changed in damages.ltx (the second parameter) refers only to the AP resistance of the NPC and armor. If you understand Russian, I can send you a link that explains what the values do exactly. Otherwise, I'll work on a translation when I have the time.

I'm going to do some more research, and figure out exactly what other values you might like to change to affect the changes I believe you're trying to make. I have a great interest in realistic values in this regard, but have a tough time figuring out exactly what to set the coefficients to for maximum realism and enjoyability for people like us.

Maybe this is something we could collaborate on? Starting with a realistic damage mod, and perhaps working from there on to other aspects like drug effects, resistances, armor values, and so on?

I know that's definitely what it is in actor.ltx, but at the very least in CoP (and the devs have confirmed that the model remains the same), what I've found shows that the parameter in question refers to the Armor-Piercing resistance of the body parts (hence why the default is mostly 0).

I'd like to translate and send you what I've found, should I do that here or on your page?

not trying to start anything just provide random knowledge but, if you cut off all your fingers you will lose a LOT of blood, and likely die fairly quickly (15-20min) if ignored. Personal experience speaking.

I like the sound of this. Seems very similar to work done in ZoA for SoC quite some time ago. I remember NPC's and the player being rather....fragile when it came to taking body and head shots. DL'ng and testing now. Thanks.

I've been waiting for something like this for a very long time. I made a makeshift edit to make combat more realistic, prior to this mod, but nothing to your magnitude.

Thanks man, I really love playing more on the immersive scale, of knowing that my shots only matter if I connect the hit at the right region, and not unload an entire mag and then some to take down an opponent.

I am going to begin work on tweaking other aspects of the game. Weapons and armor are a big part of that and I'll put the same amount of research into getting those right as I did with body part specific wounding.

I would expect so, the HUD mod is merely cosmetic and pretty sure it doesn't touch these files. To be safe though, just back up the files edited from this mod so you can easily swap them back in after if there is a problem.

Shotguns actually have an effective range of around 40 meters,
Also keep in mind with a shotgun you're sending out a cluster of projectiles, you have way more chances to hit someone in the head if the spread is tight enough on 9 shots in the air at the exact same time then a 3 shot burst out of an AK.